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	<title>Comments for </title>
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	<link>http://www.sote-mod.com</link>
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	<pubDate>Thu, 09 Sep 2010 12:00:17 +0000</pubDate>
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		<title>Comment on Victory II Frigate Reports for duty ! by Jedi_Consular</title>
		<link>http://www.sote-mod.com/victory-ii-frigate-reports-for-duty/comment-page-1/#comment-114</link>
		<dc:creator>Jedi_Consular</dc:creator>
		<pubDate>Sun, 20 Jun 2010 00:56:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.sote-mod.com/?p=332#comment-114</guid>
		<description>We just released another Alpha build - we found a lot of problems with that build so are fixing them first before a beta 1 release. :wink:</description>
		<content:encoded><![CDATA[<p>We just released another Alpha build - we found a lot of problems with that build so are fixing them first before a beta 1 release. <img src='http://www.sote-mod.com/wp-content/plugins/smilies-themer/tango/face-wink.png' alt=':wink:' class='wp-smiley' /> </p>
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		<title>Comment on Bug Tracker by Jedi_Consular</title>
		<link>http://www.sote-mod.com/about/bug-tracker/comment-page-1/#comment-113</link>
		<dc:creator>Jedi_Consular</dc:creator>
		<pubDate>Sun, 20 Jun 2010 00:54:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.sote-mod.com/?page_id=189#comment-113</guid>
		<description>Alpha 9.06A bugs Change log

Fixed: 


- Thrawn ISD - changed back to new model with turrets. 
- Filter menu fixed - working instantly.
- Executor &amp; Hunchedback SSD - fixed pop cap cost
- Bayonet Cruiser textures added
- RSD Textures added
- VSD MKI Tractorbeam HP fixed
- Mandator icon on the mini-map is a large black square that takes up a quarter of the map.

To do:

Skirmish for Hutt Cartell: Aggressor-class Destroyer upon sending into the game crashed the mod.
The Imperial Troop transport and ATAT transport are both EXTREMELY large in space.
Advanced Heavy SHipyards once upgraded to left two hardpoint blow up immediatly
I did notice the AI for the Hutts *so far only played on easy* waited untill the late game before it ever capped a mine. - ( no idea what this was about)
MC80a sends out the cluster bombs from the vanilla MC-30c when it first jumps in - NOT A BUG - its intentional.
Act I rebel campaign, I can't reach Hoth (or 2 other planets). - This should be accessed once you have captured nearby planets.
The Republic SD can't be destroyed even if I have killed all of its HPs
The level 5 shipyard has a problem whit the model. When I upgrade something explode and there is smoke for some of what seems to be the model missing coded HPs. - Empire or rebel or hutts ?
The MC90 have 2 indestructible HPs which prevent it to be destroyed. - I already knew about that.
There is a problem with some icons on the GUI i.e. it seems that some icons don't get the background as the first 6 in the row - just the way I made the GUI some icons dont.
Act2, the Independence doesn't show up in space battles
the reinforcements don't work for the T1-B. 

ground structures explosions are too big and frames down too
sensor nod range is too low
T1b, it has a explosion attached to the model which it should be hide on alo export options because it appears when you deploy it.
V19 collision mesh is missing
Kwing, you can add at least a hunt ability on it and personally it is too slow. Kwing has a problem with the main turret, when it fires to the ground, you see the muzzle flash 
exiting to the sky.
LHTC9 version on your mod is not the last, the model on Alliance 2.3X has a shield mesh added.
IA on skirmiss need some start units 
There is not a bombardement proyectile
Ground Kwing is too slow but ground Ywing is too fast, the same for the bombardement Ywing
Ewok gleader should put up on axis Z because on the start it is downer ground. The same for the snowspeeders and Awing, probably for more fighters.

*Fixed scale issue with Naboo Royal Guard
*Fixed Issue with cluster bombs adjust spawn time - increased timer.

- Maintenance system drains income - we are aware of this problem. Were going to be fixing this at a t later date where it will work better.</description>
		<content:encoded><![CDATA[<p>Alpha 9.06A bugs Change log</p>
<p>Fixed: </p>
<p>- Thrawn ISD - changed back to new model with turrets.<br />
- Filter menu fixed - working instantly.<br />
- Executor &#038; Hunchedback SSD - fixed pop cap cost<br />
- Bayonet Cruiser textures added<br />
- RSD Textures added<br />
- VSD MKI Tractorbeam HP fixed<br />
- Mandator icon on the mini-map is a large black square that takes up a quarter of the map.</p>
<p>To do:</p>
<p>Skirmish for Hutt Cartell: Aggressor-class Destroyer upon sending into the game crashed the mod.<br />
The Imperial Troop transport and ATAT transport are both EXTREMELY large in space.<br />
Advanced Heavy SHipyards once upgraded to left two hardpoint blow up immediatly<br />
I did notice the AI for the Hutts *so far only played on easy* waited untill the late game before it ever capped a mine. - ( no idea what this was about)<br />
MC80a sends out the cluster bombs from the vanilla MC-30c when it first jumps in - NOT A BUG - its intentional.<br />
Act I rebel campaign, I can&#8217;t reach Hoth (or 2 other planets). - This should be accessed once you have captured nearby planets.<br />
The Republic SD can&#8217;t be destroyed even if I have killed all of its HPs<br />
The level 5 shipyard has a problem whit the model. When I upgrade something explode and there is smoke for some of what seems to be the model missing coded HPs. - Empire or rebel or hutts ?<br />
The MC90 have 2 indestructible HPs which prevent it to be destroyed. - I already knew about that.<br />
There is a problem with some icons on the GUI i.e. it seems that some icons don&#8217;t get the background as the first 6 in the row - just the way I made the GUI some icons dont.<br />
Act2, the Independence doesn&#8217;t show up in space battles<br />
the reinforcements don&#8217;t work for the T1-B. </p>
<p>ground structures explosions are too big and frames down too<br />
sensor nod range is too low<br />
T1b, it has a explosion attached to the model which it should be hide on alo export options because it appears when you deploy it.<br />
V19 collision mesh is missing<br />
Kwing, you can add at least a hunt ability on it and personally it is too slow. Kwing has a problem with the main turret, when it fires to the ground, you see the muzzle flash<br />
exiting to the sky.<br />
LHTC9 version on your mod is not the last, the model on Alliance 2.3X has a shield mesh added.<br />
IA on skirmiss need some start units<br />
There is not a bombardement proyectile<br />
Ground Kwing is too slow but ground Ywing is too fast, the same for the bombardement Ywing<br />
Ewok gleader should put up on axis Z because on the start it is downer ground. The same for the snowspeeders and Awing, probably for more fighters.</p>
<p>*Fixed scale issue with Naboo Royal Guard<br />
*Fixed Issue with cluster bombs adjust spawn time - increased timer.</p>
<p>- Maintenance system drains income - we are aware of this problem. Were going to be fixing this at a t later date where it will work better.</p>
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		<title>Comment on Public Beta sign up by ssdcommander</title>
		<link>http://www.sote-mod.com/public-beta-sign-up/comment-page-1/#comment-110</link>
		<dc:creator>ssdcommander</dc:creator>
		<pubDate>Sat, 20 Mar 2010 21:28:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.sote-mod.com/?p=302#comment-110</guid>
		<description>8  months and counting</description>
		<content:encoded><![CDATA[<p>8  months and counting</p>
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		<title>Comment on Victory II Frigate Reports for duty ! by Ultimus</title>
		<link>http://www.sote-mod.com/victory-ii-frigate-reports-for-duty/comment-page-1/#comment-109</link>
		<dc:creator>Ultimus</dc:creator>
		<pubDate>Tue, 16 Feb 2010 00:32:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.sote-mod.com/?p=332#comment-109</guid>
		<description>so when is it coming out? any estimates on the date of beta 1 release?</description>
		<content:encoded><![CDATA[<p>so when is it coming out? any estimates on the date of beta 1 release?</p>
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		<title>Comment on Public Beta sign up by Ultimus</title>
		<link>http://www.sote-mod.com/public-beta-sign-up/comment-page-1/#comment-108</link>
		<dc:creator>Ultimus</dc:creator>
		<pubDate>Mon, 18 Jan 2010 15:48:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.sote-mod.com/?p=302#comment-108</guid>
		<description>Yay!!! :grin:</description>
		<content:encoded><![CDATA[<p>Yay!!! <img src='http://www.sote-mod.com/wp-content/plugins/smilies-themer/tango/face-grin.png' alt=':grin:' class='wp-smiley' /> </p>
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		<title>Comment on Victory II Frigate Reports for duty ! by Ultimus</title>
		<link>http://www.sote-mod.com/victory-ii-frigate-reports-for-duty/comment-page-1/#comment-107</link>
		<dc:creator>Ultimus</dc:creator>
		<pubDate>Thu, 07 Jan 2010 16:35:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.sote-mod.com/?p=332#comment-107</guid>
		<description>so what are we looking at in terms of Beta 1 release?</description>
		<content:encoded><![CDATA[<p>so what are we looking at in terms of Beta 1 release?</p>
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		<title>Comment on Nar Shaddaa - Hive of Scum and villany by Ultimus</title>
		<link>http://www.sote-mod.com/nar-shaddaa-hive-of-scum-and-villany/comment-page-1/#comment-106</link>
		<dc:creator>Ultimus</dc:creator>
		<pubDate>Tue, 22 Dec 2009 20:02:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.sote-mod.com/?p=323#comment-106</guid>
		<description>I still think this game needs Rakghouls... :grin: 
:idea: :idea: :idea: :idea: :idea: :idea: :idea: :idea: 
They would fit in great for the Underworld faction, since they are associated with them. Nar Shaddaa and Taris both would be great planets for a rakghoul that can be used as a trainable unit :party:</description>
		<content:encoded><![CDATA[<p>I still think this game needs Rakghouls&#8230; <img src='http://www.sote-mod.com/wp-content/plugins/smilies-themer/tango/face-grin.png' alt=':grin:' class='wp-smiley' /><br />
 <img src='http://www.sote-mod.com/wp-content/plugins/smilies-themer/tango/dialog-information.png' alt=':idea:' class='wp-smiley' /> <img src='http://www.sote-mod.com/wp-content/plugins/smilies-themer/tango/dialog-information.png' alt=':idea:' class='wp-smiley' /> <img src='http://www.sote-mod.com/wp-content/plugins/smilies-themer/tango/dialog-information.png' alt=':idea:' class='wp-smiley' /> <img src='http://www.sote-mod.com/wp-content/plugins/smilies-themer/tango/dialog-information.png' alt=':idea:' class='wp-smiley' /> <img src='http://www.sote-mod.com/wp-content/plugins/smilies-themer/tango/dialog-information.png' alt=':idea:' class='wp-smiley' /> <img src='http://www.sote-mod.com/wp-content/plugins/smilies-themer/tango/dialog-information.png' alt=':idea:' class='wp-smiley' /> <img src='http://www.sote-mod.com/wp-content/plugins/smilies-themer/tango/dialog-information.png' alt=':idea:' class='wp-smiley' /> <img src='http://www.sote-mod.com/wp-content/plugins/smilies-themer/tango/dialog-information.png' alt=':idea:' class='wp-smiley' /><br />
They would fit in great for the Underworld faction, since they are associated with them. Nar Shaddaa and Taris both would be great planets for a rakghoul that can be used as a trainable unit <img src='http://www.sote-mod.com/wp-content/plugins/smilies-themer/tango/face-festive.png' alt=':party:' class='wp-smiley' /> </p>
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		<title>Comment on Public Beta sign up by Jedi_Consular</title>
		<link>http://www.sote-mod.com/public-beta-sign-up/comment-page-1/#comment-105</link>
		<dc:creator>Jedi_Consular</dc:creator>
		<pubDate>Thu, 10 Dec 2009 12:38:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.sote-mod.com/?p=302#comment-105</guid>
		<description>ack - /runs away fast. :grin:  kidding - your welcome ! - all will be getting a beta soon.</description>
		<content:encoded><![CDATA[<p>ack - /runs away fast. <img src='http://www.sote-mod.com/wp-content/plugins/smilies-themer/tango/face-grin.png' alt=':grin:' class='wp-smiley' />  kidding - your welcome ! - all will be getting a beta soon.</p>
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		<title>Comment on Public Beta sign up by mr_X</title>
		<link>http://www.sote-mod.com/public-beta-sign-up/comment-page-1/#comment-104</link>
		<dc:creator>mr_X</dc:creator>
		<pubDate>Wed, 09 Dec 2009 04:02:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.sote-mod.com/?p=302#comment-104</guid>
		<description>i hope to god you know me JC :p, if not... shame on thee

but i would be interested in testing :p

X</description>
		<content:encoded><![CDATA[<p>i hope to god you know me JC :p, if not&#8230; shame on thee</p>
<p>but i would be interested in testing <img src='http://www.sote-mod.com/wp-content/plugins/smilies-themer/tango/face-naughty.png' alt=':p' class='wp-smiley' /> </p>
<p>X</p>
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		<title>Comment on Vader Unleashed ! by Jedi_Consular</title>
		<link>http://www.sote-mod.com/vader-unleashed/comment-page-1/#comment-102</link>
		<dc:creator>Jedi_Consular</dc:creator>
		<pubDate>Tue, 08 Dec 2009 13:46:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.sote-mod.com/?p=314#comment-102</guid>
		<description>everything is going fine :) were just adding some new models at the moment. Plus I am waiting on some campaign missions to be completed so they can be played in the next release.</description>
		<content:encoded><![CDATA[<p>everything is going fine <img src='http://www.sote-mod.com/wp-content/plugins/smilies-themer/tango/face-smile.png' alt=':)' class='wp-smiley' /> were just adding some new models at the moment. Plus I am waiting on some campaign missions to be completed so they can be played in the next release.</p>
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